Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Infinite |
Mode | Normal Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Sawbutcher |
Level / Exp | 11 / 9% |
Size | big |
Lifes / Deaths | Killed by Horned Horror at level 11 on the 2nd Mirth 122nd year of Ascendancy at 16:57 / 1 |
Primary Stats
Strength | 62 (base 36) |
Dexterity | 11 (base 10) |
Constitution | 33 (base 11) |
Magic | 12 (base 10) |
Willpower | 7 (base 10) |
Cunning | 26 (base 25) |
Resources
Life | -6/424 |
Steam | 4/100 |
Healing Factor | 1.1789294477288 |
Regeneration | 2.6525912573898 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 2 |
Offense: Mainhand
Damage | 63 |
Accuracy | 43 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 28 |
Accuracy | 43 |
Crit Chance | 6% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Fire | +10% |
Physical | +3% |
Defense: Base
Armour (hardiness) | 29.335093952971 (47.857809501309%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 25 |
Physical Save | 26 |
Spell Save | 6 |
Mental Save | 11 |
Defense: Resistances
Acid | + 11%( 70%) |
Temporal | + 20%( 70%) |
Cold | + 18%( 70%) |
Lightning | + 12%( 70%) |
Fire | + 47%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Disarm Resistance | 25% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Pinning Resistance | 24% |
Poison Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Furnace | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Sawmaiming | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
On feet | miner's pair of rough leather boots of speed (0 def, 2 armour) miner's pair of rough leather boots of speed (0 def, 2 armour) 2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +2 ---------- misc Infravis +2 Talents +1 Rocket Boots A pair of boots made of leather. |
On hands | sand hardened leather gloves of dexterity (+2) (0 def, 7 armour) sand hardened leather gloves of dexterity (+2) (0 def, 7 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 physical Dmg.mod +3% physical Acc +12 (+4 eff.) ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | linen wizard hat of fire (+15%) (1 def, 0 armour) linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +15% fire A pointy cloth hat, very wizardly... |
Tool | quick elm wand of shielding [power 98] (13 cooldown) quick elm wand of shielding [power 98] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 98 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Around waist | insulating rough leather belt of dampening insulating rough leather belt of dampening1.0 T1 belt armor [Ego+] Nature/Master While equipped: ----- def ----- Resists +5% acid +11% fire +6% lightning +12% cold A belt that goes around your waist. |
In main hand | acidic steel steamsaw of massacre (22-33 power, 0 apr) acidic steel steamsaw of massacre (22-33 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Arcane/Master/Steamtech Power 22.5 - 33.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+4 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Light source | brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
In off hand | balanced steel steamsaw of fire resistance (+17%) (16-24 power, 0 apr) balanced steel steamsaw of fire resistance (+17%) (16-24 power, 0 apr)3.0 T2 steamsaw 1H weapon [Ego] Master/Steamtech Power 16.5 - 24.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Uses 1.0 Steam While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +3 Defense +9 (+6 eff.) Fatigue +6% Resists +17% fire Disarm- +25% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Main armor | rejuvenating iron mail armour of resilience (2 def, 12 armour) rejuvenating iron mail armour of resilience (2 def, 12 armour) 14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee Ret 20 physical ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +13% Max.HP +20.00 HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Around neck | stabilizing steel amulet of strength (+3) stabilizing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +14% temporal Pinning- +24% Knockbk- +22% Amulets make your neck look great! |
Inventory
schematic: Healing Salve schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
stabilizing steel amulet of mastery (0.14 Steamtech / Automated butchery) stabilizing steel amulet of mastery (0.14 Steamtech / Automated butchery)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +15% temporal Pinning- +20% Knockbk- +21% ---------- misc Masteries +0.14 Steamtech/Automated butchery Amulets make your neck look great! |
iron battleaxe of projection (13-20 power, 1 apr) iron battleaxe of projection (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego+] Psionic Power 13.5 - 20.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
iron greatmaul of erosion (18-27 power, 1 apr) iron greatmaul of erosion (18-27 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Nature Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature Massive two-handed mauls. |
arcing iron greatsword (16-25 power, 1 apr) arcing iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.0 - 25.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
dragonbone longbow dragonbone longbow4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Longbows are used to shoot arrows at your foes. |
cured leather sling 'Eilinassra' cured leather sling 'Eilinassra'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 acid +7 lightning While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +8% acid +10% lightning Melee Ret 4 arcane Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling of cold ranger's rough leather sling of cold4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 cold While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% cold Slings are used to hurl stones or metal shots at your foes. |
rough leather sling of acid rough leather sling of acid4.0 T1 sling 1H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +5 acid While equipped: dps ---------- Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
surging elm magestaff (10-12 power, 2 apr, cold element) surging elm magestaff (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) S.pwr/crit +2 Dmg.mod +10% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron steamgun of lightning iron steamgun of lightning4.0 T1 steamgun 1H weapon Reqs Shoot [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +3 Atk.spd 100% Range +6 Proj.spd +600% Ranged+ +6 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +9% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
cleansing hardened leather belt of the giants cleansing hardened leather belt of the giants1.0 T3 belt armor [Ego] Disrupt/Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Resists +7% acid +8% blight Spell.save +6 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
spellwoven linen robe of the mind (+12%) (0 def, 0 armour) spellwoven linen robe of the mind (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+2 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind +7% all Spell.save +16 (+15 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken linen robe of alchemy (0 def, 0 armour) timebroken linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +6% acid +5% temporal +5% fire +7% cold +5% arcane +5% physical ----- def ----- Resists +11% acid +11% physical +11% fire +11% cold +7% all ---------- misc Max.mana +10.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots of tirelessness (0 def, 1 armour) pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
scholar's pair of iron boots of tirelessness (0 def, 3 armour) scholar's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
steady iron gauntlets of strength (+2) (0 def, 1 armour) steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+5 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
miner's iron helm of constitution (+3) (0 def, 4 armour) miner's iron helm of constitution (+3) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm (0 def, 3 armour) stabilizing iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron mail armour of temporal resistance (2 def, 4 armour) prismatic iron mail armour of temporal resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +16% temporal +11% light +10% darkness A suit of armour made of mail. |
rejuvenating iron mail armour of resilience (2 def, 4 armour) rejuvenating iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Max.HP +21.00 HP.reg +2.10 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
cured leather armour 'Xeravena' (6 def, 4 armour) cured leather armour 'Xeravena' (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +15% fire ---------- misc See.Invis +9 A suit of armour made of leather. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour) rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +17% fire HP.reg +2.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
steel plate armour 'Grinyregorek' (0 def, 9 armour) steel plate armour 'Grinyregorek' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +1 Cun +1 Mag ----- def ----- Armour +9 Fatigue +22% Resists +33% acid +15% cold Crit.chn- 15.00% A suit of armour made of metal plates. |
voratun shield of lightning resistance (+15%) (0 def, 10 armour, 67-81 power, 185 block) voratun shield of lightning resistance (+15%) (0 def, 10 armour, 67-81 power, 185 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +185 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
68 alchemist agate 68 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 39 turns) iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
powerful healing salve [power 192] powerful healing salve [power 192]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 192 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful pain suppressor salve [power 166] powerful pain suppressor salve [power 166]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -166 life and reduces all damage by 16% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
tundral pouch of iron shots of accuracy (20/20, 15-18 power, 1 apr) tundral pouch of iron shots of accuracy (20/20, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 20 Ranged+ +9 cold On Crit.r2 +5 cold Shots are used with slings to pummel your foes to death. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Brenohell the Whitehoof Sawbutcher level 10
1st Mirth 122nd year of Ascendancy at 13:25 see stats
By Brenohell the Whitehoof Sawbutcher level 10
79th Pyre 122nd year of Ascendancy at 17:34 see stats
Log
Horned Horror slows down.
Brenohell hits Horned Horror for 87 physical, 28 fire, 5 physical, 29 physical, 28 fire, 5 physical (187 total damage).
Burning from Brenohell hits Horned Horror for 25 fire damage.
Bleeding from Brenohell hits Horned Horror for 29 physical damage.
Brenohell hits Horned Horror for 61 physical, 28 fire, 5 physical, 32 physical, 28 fire, 5 physical (163 total damage).
Horned Horror activates Striking Stance.
Burning from Brenohell hits Horned Horror for (16 flat reduction), 19 fire (20 total damage).
Bleeding from Brenohell hits Horned Horror for (16 flat reduction), 15 physical (16 total damage).
Brenohell misses Horned Horror.
Brenohell hits Horned Horror for (16 flat reduction), 34 physical, (16 flat reduction), 12 fire, (5 flat reduction), 0 physical (47 total damage).
Burning from Brenohell hits Horned Horror for (16 flat reduction), 17 fire (17 total damage).
Bleeding from Brenohell hits Horned Horror for (16 flat reduction), 14 physical (15 total damage).
Horned Horror throws two quick punches.
Horned Horror misses Brenohell.
Horned Horror performs a melee critical strike against Brenohell!
Melee retaliation hits Horned Horror for (16 flat reduction), 2 physical (2 total damage).
Horned Horror hits Brenohell for 54 physical, 12 lightning (66 total damage).
Brenohell receives 226 healing.
Horned Horror is suffering less.
Burning from Brenohell hits Horned Horror for (16 flat reduction), 17 fire (17 total damage).
Bleeding from Brenohell hits Horned Horror for (16 flat reduction), 14 physical (15 total damage).
Horned Horror lashes out with a flurry of fists.
Horned Horror casts Chain Lightning.
Horned Horror casts Lightning.
Melee retaliation hits Horned Horror for (16 flat reduction), 2 physical, (16 flat reduction), 2 physical, (16 flat reduction), 2 physical (7 total damage).
Horned Horror hits Brenohell for 53 physical, 20 lightning, 105 lightning, 83 lightning, 69 physical, 20 lightning, 56 physical, 20 lightning (430 total damage).
Brenohell the level 11 whitehoof sawbutcher was zapped to death by Horned Horror and revived as a mindless horror on level 5 of Infinite Dungeon.